diff --git a/src/abilities/Bounty-Hunter.ts b/src/abilities/Bounty-Hunter.ts index 9db1130bf..21e877df8 100644 --- a/src/abilities/Bounty-Hunter.ts +++ b/src/abilities/Bounty-Hunter.ts @@ -146,8 +146,6 @@ export default (G: Game) => { const targetOriginalHealth = target.health; const ability = this; - ability.end(); - G.Phaser.camera.shake(0.01, 150, true, G.Phaser.camera.SHAKE_HORIZONTAL, true); const damage = new Damage( ability.creature, // Attacker @@ -156,15 +154,22 @@ export default (G: Game) => { [], // Effects G, ); - target.takeDamage(damage); + ability.end(); + G.Phaser.camera.shake(0.01, 150, true, G.Phaser.camera.SHAKE_HORIZONTAL, true); /** damage dealt is original health - current health * if current health is lower than damage dealt, * and the ability is upgraded, * make a second attack */ if (targetOriginalHealth - target.health >= target.health && this.isUpgraded()) { - target.takeDamage(damage); - } + // Added a delay for the second attack with a custom game log + setTimeout(() => { + G.Phaser.camera.shake(0.01, 150, true, G.Phaser.camera.SHAKE_HORIZONTAL, true); + ability.end(true); + target.takeDamage(damage); + G.log('%CreatureName' + ability.creature.id + '% used ' + ability.title + ' twice'); + }, 1000); + } else target.takeDamage(damage); }, },